/Engine/Plugins/Importers/USDImporter/Source/USDStageImporter/Public/USDStageImportContext.h
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FUsdStageImportContext
TObjectPtr<UUs...
AssetCache
bool
bIsAutomated
If true, options dialog won't be shown
bool
bNeedsGarbageCollection
If we need to run GC after the import is complete
bool
bReadFromStageCache
If true, this will try loading the stage from the static stage cache before re-reading the file.
bool
bStageWasOriginallyOpenInCache
If we're reading from the stage cache and the stage was originally open, it will be left open when the import is completed
FString
FilePath
Path of the main usd file to import
TObjectPtr<UOb...
ImportedAsset
Keep track of the last imported object so that we have something valid to return to upstream code that calls the import factories
EObjectFlags
ImportObjectFlags
Object flags to apply to newly imported objects
TObjectPtr<UUs...
ImportOptions
FUsdLevelSequen...
LevelSequenceHelper
Level sequence that will contain the animation data during the import process
TMap<FString, ...
MaterialToPrimvarToUVIndex
When parsing materials, we keep track of which primvar we mapped to which UV channel.
FString
ObjectName
Name to use when importing a single mesh
float
OriginalMetersPerUnit
We modify the stage with our meters per unit import option on import.
EUsdUpAxis
OriginalUpAxis
FString
PackagePath
TObjectPtr<AAc...
SceneActor
Spawned actor that contains the imported scene as a child hierarchy
UE::FUsdStage
Stage
USD Stage to import
USceneComponent...
TargetSceneActorAttachParent
FTransform
TargetSceneActorTargetTransform
Whenever we spawn the scene actor, it should have this local transform and be attached to this parent.
UWorld*
World